In this update1
Full notes
Full PunjiVR: The Vietnam War update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- Performance
PunjiVR: The Vietnam War changes
Major Changes:
New Bot Animations
Added new M79 variant
If a bot in combat sees an enemy within 50m, they will be more likely to stop moving and to attack
If a bot is suppressed, they can now choose to stay and attack their target rather than immediately fleeing
Many small tweaks to bots' decision making and behaviors
Added option to disable bot voices
Added 'Item' category to settings
Added option to change grab settings (Toggle or Hold)
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Changes/Fixes:
Increased bot accuracy and aiming speed on Port
Increased run speed of bots going to cover
Bots' attacks are now only interrupted when they're damaged if it was a critical hit
Increased bots' base health
Polished bots' aiming animations and aiming IK
Fixed issue where turning would be re-enabled after going prone
Fixed various minor ballistic calculation errors
Added additional checks for Vive controller grabbing
Revised shooting range easter egg
Bots aren't as talkative anymore
Fixed issue where menu wasn't opening under certain circumstances
The menu and settings no longer collide with items or the environment
Fixed door texture on Port
Fixed bug where toggle grab (Vive controllers) sometimes wouldn't be able to release items
Fixed M16-pattern weapons' bolt release not chambering a round
Improved ally combat skills on Last Stand
Decreased Player health on Tunnel Rat
Getting shot in your hands now damages your health (by 10% of the bullet damage)
Muzzle smoke is now more transparent
M1 & M2 carbine bolts no longer lock back with 15 round magazines, and when they do lock back with 30rnd mags, they close when the magazine is taken out (realism)
Fixed bug in the intro where the Player was sometimes launched into the air after the helicopter crash
Bots no longer talk when they're dead
Decreased ammo in ammo crates
Added additional spawn points to Port
Adjusted multiple enemy spawns on Port
Tweaked bullet damages
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Closing:
PunjiVR should be a lot more polished and less buggy with this update. I was originally planning on revamping the AI completely, but I decided to save that overhaul for a future date so that I can get started on the next update sooner.
Overall, though, combat should feel a lot better. The bots are more deadly and consistent in a fair and realistic way, and they offer a more interesting fight. Combat is noticeably more challenging (similar in feel to Version 1), especially on Port, so I look forward to hearing what you all think of it.
The next update will include the first linear campaign. I won't reveal too much right now since it's still in the planning phase, but I plan on making it more scripted and narrative driven (while still retaining the base PunjiVR feel) than the campaign was in Version 1. Stay tuned for more info!
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As always, if you find any bugs, have any suggestions, or want to share your opinion, head down to the comments of this post or through any of the links below. Thank you all and remember to keep your eyes on the treeline!
Source
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